A Plague Tale: Requiem is a beautiful tech showcase
https://reurl.cc/VRppW6
Technically, mechanically and even narratively, Requiem is a massive
improvement over the already impressive debut game.
The mix of stealth and puzzle-solving returns, but it's more robust and
varied,
offering you larger areas to carve your own path than the original.
The visuals are an immense improvement with an extraordinary level of detail,
phenomenal materials work and absolutely sublime lighting.
Then there's the series' signature hoards of rats. In the original, Asobo's
engine rendered 5000 rats on-screen at once,
their detail scaling down the further you go into the distance. But now? In
the sequel it's pushed to a quite excessive 300,000 -
with the team altering their movement to look more like a tidal wave as they
burst through gaps.
在一代中,Asobo 引擎在螢幕上渲染了 5000 隻老鼠,它們的細節隨著距離的增加而縮小
在續集中,則超過了300000 隻老鼠
There has been a debate about Requiem being just a 30fps game on PS5, Series
X and S. It's capped at 30fps on 60Hz displays specifically on console
- or 40fps capped if you have a 120Hz display hooked up to any of them.
Either way, some are disappointed it's not running at 60fps by default.
To an extent it's understandable. Bear in mind the original game - A Plague
Tale Innocence - ran at 60fps on PS5, Series X and S, it's a step backwards
of sorts. However, this is the price we have to pay for the level of
enhancements delivered by this game - and based on a cursory look at the PC
version,
it's pushing CPU and GPU hard, meaning that simply reducing resolution for a
higher level of performance isn't going to work.
安魂曲在 PS5、XSX和XSS上只能跑30fps備受質疑。在主機上如果
接60Hz螢幕的上限為30fps 接120Hz螢幕的上限為 40fps
無論哪種方式,有些人對它沒辦法跑60fps感到失望
It's clear the team makes the most of a jump to new hardware. On PS5 and
Series X, Asobo Studio has the horsepower to open these levels out,
into huge sprawling areas. You get more agency. But equally, the scenery is
packed more richly with detail.
Looking at Requiem's own opening area, there's more foliage drawn far, far to
the distance.
You get higher quality material interaction with light, indoors and out.
There's more complex geometry,
and density of objects strewn around the field, plus parallax occlusion
mapping.
A few other details stand out too: the pin-sharp skybox overhead is stunning
in its large overviews of cityscapes.
Even the early market area is energised with a huge number of NPCs, a vast
upgrade on the original game's sparsely populated towns.
Character models get a big uplift in quality, too. In both geometry and
materials, our lead character Amicia in close-up shows a boost
in texture resolution for clothes, improved skin shaders, and hair
complexity. All combined across the game's often torchlit areas,
Requiem's interplay between materials and lighting is a real spectacle this
time around.
看得更遠,材質更細,光線更亮w,城鎮NPC更多
Image quality stats are a close match to the first game. Both PS5 and Series
X each stay in place at a native 1440p resolution,
reconstructing up to 4K using a temporal solution. For Xbox Series S, we're
again sticking to 900p as the native figure,
in line with Innocence. The upshot is that nothing is lost or gained in terms
of the raw pixel metrics.
Clearly the sequel is pushing for higher settings, and bigger environments as
a way to use these system's resources.
If we compare Series S directly to Series X though, there are a few settings
dropped for the weaker machine. Ambient occlusion takes a hit,
leading to less shaded foliage, while foliage in general appears less dense
at range. Otherwise, this is the same game across all three platforms,
though PS5 does make good use of the DualSense adaptive triggers.
PS5 和 XSX 原生解析度為1440p再偽裝成4K www
Xbox Series S原生解析度為 900p
PS5的DualSense有被充分利用
Performance is a touch controversial because not only does the game target 30
frames per second, it can actually fall short of the number.
At least the 30fps update is evenly frame-paced, with adaptive screen tearing
kicking in on all three when the engine's pushed.
I'd also stress that 95 percent of the time you're getting a smooth 30fps
line here with no issues. Xbox Series X is the best,
and most consistent performer of the three, and I've barely seen much more
than a single frame drop here, even in the most taxing spots.
The emergence of rats is a big stress point in the game, typically, and it
barely shows a blip on Series X. It's not as pretty a picture
with PlayStation 5, however, which offers up a less stable 30fps release all
round, though largely still very solid.
遊戲不僅以30fps為目標,而且實際上可能達不到這個數字
在 95% 的情況下都能獲得流暢的 30fps
Xbox Series X 是三者中表現最好、表現最穩定的一款
老鼠的出現通常是遊戲中的巨大壓力點
PlayStation 5 提供了一個較不穩定的 30fps 版本
但大部分狀況下表現還是不錯(Solid)
If we're picking out the worst points for comparison, scenes involving masses
rats and guards in outdoors areas do cause the biggest problems
on the Sony machine. Equally, Series X's flat 30 clearly drops into the
mid-20s on PS5 in areas involving heavy transparency effects - like fire.
The majority of play is still 30fps, but expect the drops to be that much
more regular on PS5 in its current state.
Curiously the Series S release falls in between the a huge. In overall
consistency it's closer to Series X in overall robustness,
again barring select moments with a huge surge of rats. In terms of
performance, the drop to 900p on Series S does appear to be well judged,
and a benefit in the visuals/frame-rate balance.
火和老鼠會讓fps降到20幾
結論:希望能持續最佳化,後續能提供60fps性能模式
另外難怪主機版本本人體感稍順,原來原始的解析度較低XD